void SettingsToolbarSnippet::setAction(ChromeSnippet * s) {
        ToolbarSnippet::setAction(s);

        ActionButtonSnippet * button  = static_cast<ActionButtonSnippet*> (s);
        int index = getIndex(s);

        if (index != -1 ) {
            ToolbarActions_t * t = m_actionInfo.at(index);
            QAction * action =  button->getDefaultAction();
            if (t->actionId == SETTINGS_VIEW_ACTION_BACK ) {
                if( !action ) {
                    action = new QAction(0);
                    button->setDefaultAction(action);
                    m_action1 = action;
                }
                connect(action, SIGNAL(triggered()), this, SLOT(handleBackButton()));
            }
            else if (t->actionId == SETTINGS_VIEW_ACTION_FEEDBACK) {
                if( !action ) {
                    action = new QAction(0);
                    button->setDefaultAction(action);
                    m_action2 = action;
                }
                connect(action, SIGNAL(triggered()), this, SLOT(handleFeedbackButton()));
            }
        }
    }
Esempio n. 2
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void CCEngine::updateEngineThread()
{
    // Update our system time
    updateTime();

	time.lifetime += time.real;

#if LOG_FPS
    static uint loggedUpdates = 0;
    static float loggedDelta = 0.0f;
    loggedUpdates++;
    loggedDelta += time.real;
    if( loggedDelta > 1.0f )
    {
#if !defined WP8 && !defined WIN8
        const float averageFPS = 1.0f / ( loggedDelta / loggedUpdates );
        DEBUGLOG( "Average FPS: %f \n", averageFPS );
#endif
        loggedUpdates = 0;
        loggedDelta = 0.0f;
    }
#endif

    if( backButtonPressed )
    {
    	backButtonPressed = false;
    	handleBackButton();
    }

    // Run callbacks
    if( engineThreadCallbacks.length > 0 )
    {
        CCNativeThreadLock();
        CCJobsThreadLock();

        while( engineThreadCallbacks.length > 0 )
        {
            CCLambdaCallback *callback = engineThreadCallbacks.pop();
			if( callback != NULL )
			{
				callback->safeRun();
				delete callback;
			}
        }

        CCNativeThreadUnlock();
        CCJobsThreadUnlock();
    }

    finishJobs();
	updateLoop();

    if( paused == false && pauseRendering == false )
    {
        CCAppManager::UpdateOrientation( time.delta );

        renderLoop();
    }

#if defined DEBUGON && TARGET_IPHONE_SIMULATOR
	// 66 frames a second in debug
	//usleep( 15000 );
	usleep( 0 );
#endif
}
Esempio n. 3
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void CCEngine::updateEngineThread()
{
    // Update our system time
    updateTime();

	time.lifetime += time.real;

#if LOG_FPS
    static uint loggedUpdates = 0;
    static float loggedDelta = 0.0f;
    loggedUpdates++;
    loggedDelta += time.real;
    if( loggedDelta > 1.0f )
    {
#if !defined WP8 && !defined WIN8
        const float averageFPS = 1.0f / ( loggedDelta / loggedUpdates );
        DEBUGLOG( "Average FPS: %f \n", averageFPS );
#endif
        loggedUpdates = 0;
        loggedDelta = 0.0f;
    }
#endif

    if( backButtonActionPending )
    {
    	backButtonActionPending = false;
    	handleBackButton();
    }

    // Run callbacks
    if( engineThreadCallbacks.length > 0 )
    {
        int jobsProcessed = 0;
        
        const double startTime = CCEngine::GetSystemTime();
        const double finishTime = startTime + 0.002f;   // Spend a max of 2ms on this task
        double currentTime = startTime;
        while( engineThreadCallbacks.length > 0 )
        {
            CCNativeThreadLock();
            CCJobsThreadLock();
            CCLambdaCallback *callback = engineThreadCallbacks.pop();
			if( callback != NULL )
			{
				callback->safeRun();
            }
            CCNativeThreadUnlock();
            CCJobsThreadUnlock();
            
            if( callback != NULL )
            {
				delete callback;
			}
            
            jobsProcessed++;
            if( textureManager != NULL && textureManager->isReady() )
            {
				currentTime = CCEngine::GetSystemTime();
				if( currentTime > finishTime )
				{
					DEBUGLOG( "Max engineThreadCallbacks processed in time %i, %i\n", jobsProcessed, engineThreadCallbacks.length );
					break;
				}
            }
        }
    }

    finishJobs();
	updateLoop();

    if( paused == false )
    {
        CCAppManager::UpdateOrientation( time.delta );
    }
    renderLoop();

#if defined DEBUGON && TARGET_IPHONE_SIMULATOR
	// 66 frames a second in debug
	//usleep( 15000 );
	usleep( 0 );
#endif
}